Right now I have it loading maps built with Tiled, including multiple layers and walls. The pink lines are all physics objects and the white circle is the movable "player". Its going to be interesting to have a 2D world using physics as collisions.

I've been working on a Bandcamp downloader for the past few days. Unfortunately GUI in Java is a huge pain in the ass requiring the extending of many classes in order to achieve a look that you desire.

Serverside movement, so other people can log in and see your... triangle... floating and moving around the terrain. The server is linked to MySql, and your position is saved when you log off.

Thing is, I don't really like where this is going - movement feels too restricted, you can only be in the center of a tile or be moving to another tile, and if you click a couple of tiles away from your location, your... triangle... will move all the way but it each time it moves to the next tile, it "freezes" for a bit while the next row of terrain tiles load and the server updates the database. I don't really know enough about networked game development in general and stuff to make a "proper" system.

I think I might step down from making a networked RPG thing and try a sidescroller thing, been wanting to make one for a while.

about 8 hours' work so far. Everything seems to work, but the interpreter seems incompatible with some programs due to ambiguities in the befunge specification - for instance, the behaviour of _ with an empty stack. It also crashes when you try to load a nonexistent file, but I can't see any way around that, seeing as love.filesystem.exist() seems only to check in the game's save directory :/
If anyone's interested, I can upload it. Befunge is probably my favourite language to play around with :)

Been caught up a lot recently with my school work. I had a little free time recently this evening and, since I've been using Excel a lot recently, I decided to use it for something it was never intended to be used for.
Excel Pong!
Unfortunately it can only play against itself, seeing as you can't do anything while a macro's running, but it's still pretty fun to watch. And trippy :buddy:

I've been working on a new lighting system this past weekend. It supports dynamic lighting and shadows.

I actually had to write this system twice. Once because I never did this before so I just wanted to work. But after realizing that one light alone dropped the fps from 310 to 50 didn't look too good. So I scrapped it and remade it fully optimized. I benched marked it and I ran a scene with about 20 + lights in an area with 30 + active blockers (things that cause shadows). And still maintained an fps of around 90+. And this was while I was recording it. So yeah, perty gud. :P

Here are the screenshots of our teams submission for assignment 1. Assignment 1 is basically a virtual walkthrough and a milestone for the final project. So what you are seeing is the final virtual environment which was modelled based on a part of the student village at my university. You can walk around and collide with everything in our scene, and the scene is created in 3dsmax, exported with ogremax and loaded into ogre, on scene loading we parse all the entity nodes and generate OBBs and physics objects for appropriate nodes, so the content pipeline for our simulation is really easy and fast to use. A bonus is you can view the scene in 3dsmax using the inbuilt ogremax viewer to see pretty much how it's going to look in-game.

Incoming images...

Oh and no video yet because my net is capped until next month, and I don't have any video editing software on my computer :frown: sorry, will make a video in a few days.

BTW for my games development class, Should i just make a 2D top down shooter or should i go all out and try and make a 3D Third person shooter?
Will be using XNA and would probably use these tutorials along with anything else i can find.http://www.riemers.net/eng/Tutorials...rp/series1.php

BTW for my games development class, Should i just make a 2D top down shooter or should i go all out and try and make a 3D Third person shooter?
Will be using XNA and would probably use these tutorials along with anything else i can find.http://www.riemers.net/eng/Tutorials...rp/series1.php

I'd go for 2D and make some shaders or something to get some nice effects going.

Fucking hell, i was gonna upload my project to a beanstalk trial repo, trial repos have a limit of 100 MB. I started uploading my zip and wondered why it was so slow, and realized i had included a few 200 MB of ipch files, download is not really abortable (apparently it screws up if you close window). Zip is 80 MB containing 300 MB of files. And i have to wait for it to complete